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Looney

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Everything posted by Looney

  1. Maybe AI is stupid enough to launch at max missile range but a human opponent will wait for you to come close so he has a very good probability of kill.
  2. We'll need more information before judging. What was the weather like? Winter? Summer? What was the load of the helicopter?
  3. I'm probably very dumb but I can't see the MCG or base options on the EU website. If I, from Europe, want to by a base and stick, where do I go?
  4. Try disabling MSAA altogether and use an out-of-game option in Nvidia or AMD's control panel. It seems MSAA eats FPS for breakfast.
  5. +1 same here, the water trails also flicker. Tested at Batumi wht a couple of ships 1Nm out of the coast travelling @ 10kts, 020.
  6. MP: Flying combat missions with my wingmates in a totally human controlled scenario. SP: Learning to fly the KA 50 and Mi8.
  7. It's the same as the KA50 S-8 illumination rockets. You need to fire them at roughy 15 degrees up angle, they travel roughly 7km and will ignite, illuminating the ground below. If you shoot them straight and level they'll just bury themselves in the ground and be destroyed. Come to a hover (or be really good at math at speed), pitch the nose up roughly 15 degrees and launch a salvo. Wait approximately 30 seconds (it's the burntime of the flare) and launch another salvo keeping the area illuminated, again, 15 degrees nose up.
  8. The 132nd has tested it as well and it works. Great stuff!
  9. The Abris however, can hold many more waypoints. It's totally independed from the PVI-800.
  10. As stated by Absha, you can use LOTATC and a human controller to "talk you down". We even have a procedure for it, Precision Approach Radar control and it's a lot of fun to do!
  11. RAnger79's mod pack contains HESCO walls in different lengths, barbed wire, checkpoints and such, you might want to check it out.
  12. Seeing this comedy goldmine from the OP, I can only say that perhaps DCS isn't for you and you should go look for another high-fidelity taxi-sim where types of ground are properly modeled to react with the flight model who support different ground types and flight transitions 100% accurately. On the other side, I do enjoy a good laugh at times so just keep it going.
  13. Did you reset the attitude indicators?
  14. There are technicals in Ranger79's mod pack.
  15. On the bright side, we can use it as target drones, it can't fire back anyway.
  16. Well, there goes the hype train... I won't buy it, aerobatics can be done in other sims, DCS should focus on where other sims don't, combat.
  17. Why not? If correctly and truly modelled, it would be a great asset..
  18. Somebody link me all the hints, I can't find them all...
  19. Tejas Mk2 Superbird confirmed....
  20. What problems do you run into?
  21. Multiple sides and neutral would be even better, it's asymmetrical warfare so there may be lots of groups fighting each other
  22. It's not pickupzone, but pickzone. Here's the extract from the github page:
  23. Looney

    LHA-1 Tawara

    Ha, the FW are now experiencing what the RW did al those years. In DCS, a ship is currently not a moving platform but a moving part of the ground, you'll simply slide off as the ground is moving underneath you. It was fixed in a openbeta 1.5.7, I did several landings with a Mi-8 on moving ships, even up to 25 knots without problems. No idea if this bug has resurfaced.
  24. You mean this page: https://github.com/MMjoy/mmjoy_en/wiki/Connecting-basic-inputs-and-setting-up-software ? If so than yes, the white stripe on the diode is on the side that has a lower potential as opposed to the other side, leading to current to flow through the body, to the stripe and out of the diode so to speak. Why the diodes are there is to disable a current flow from a switch to another switch so current can only slow towards the microcontroller and not interfere with other parts connected.
  25. Have you tried spotting a non-moving armored vehicle from 12000 feet in the spring with mk I eyeball? Neigh impossible I can tell you. A helicopter already has a hard time to spot infantry when it's on the move, only when you seriously take your time to pear through the Shkval can you identify infantry, you'll most likely be hovering at this point. I agree with you that the AI should react in some way when being shot at or to avoid detection but making them semi-transparant is not a solution I'd choose. Anyway, you bring up an interesting point which I shall take with me to the MOOSE part of the forum to see if some kind of detection/suppression script is possible in order to enhance infantry behavior.
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